I have a SceneKit project with two object in the scene view. The first object is a plane created via SCNPlane. The second object is a simple box created in Blender. In code, I setup ambient and omnidirectional lighting. It lighting effects work for the plane:
But, when I add the box on top of the plane, the lighting effects work on the plane but not the box imported from COLLADA file:
I suspect the problem has to do with normals, but I am not sure. Has anyone importing DAE via SceneKit experienced this? The setup code for the lighting and objects is this:
private func setupAmbientLight() {
// setup ambient light source
let ambientLightNode = SCNNode()
ambientLightNode.light = SCNLight()
ambientLightNode.light!.type = SCNLight.LightType.ambient
ambientLightNode.light!.color = NSColor(white: 0.35, alpha: 1.0).cgColor
// add to scene
guard let scene = sceneView.scene else {
return
}
scene.rootNode.addChildNode(ambientLightNode)
}
private func setupOmniDirectionalLight() {
// initialize noe
let omniLightNode = SCNNode()
// assign light
omniLightNode.light = SCNLight()
// set type
omniLightNode.light!.type = SCNLight.LightType.omni
// color and position
omniLightNode.light!.color = NSColor(white: 0.56, alpha: 1.0).cgColor
omniLightNode.position = SCNVector3Make(0.0, 2000.0, 0.0)
// add to scene
guard let scene = sceneView.scene else {
return
}
scene.rootNode.addChildNode(omniLightNode)
}
private func setupPlane() {
// create plane geometry with size and material properties
let myPlane = SCNPlane(width: planeSideLength, height: planeSideLength)
myPlane.firstMaterial!.diffuse.contents = NSColor.orange.cgColor
myPlane.firstMaterial!.specular.contents = NSColor.white.cgColor
// intialize node
let planeNode = SCNNode()
// assign plane geometry to the node
planeNode.geometry = myPlane
// rotate -90.0 about the x-axis
let rotMat = SCNMatrix4MakeRotation(-CGFloat(M_PI/2.0), 1.0, 0.0, 0.0)
planeNode.transform = rotMat
planeNode.position = SCNVector3Make(0.0, 0.0, 0.0)
// setup the node's physics body property
planeNode.physicsBody = SCNPhysicsBody(type: .static, shape: SCNPhysicsShape(geometry: myPlane, options: nil))
planeNode.physicsBody!.categoryBitMask = PhysicsMask3DOF.plane.rawValue
// add to scene
guard let scene = sceneView.scene else {
return
}
scene.rootNode.addChildNode(planeNode)
}
private func setupRobot() {
guard let mainScene = sceneView.scene else {
return
}
let bundle = Bundle.main
guard let url = bundle.url(forResource: "robot.scnassets/test_cube", withExtension: "dae") else {
return
}
var cubeScene: SCNScene?
do {
try cubeScene = SCNScene.init(url: url, options: nil)
}
catch {
return
}
guard let cubeNode = cubeScene!.rootNode.childNode(withName: "Cube", recursively: true) else {
return
}
cubeNode.removeFromParentNode()
cubeNode.scale = SCNVector3Make(2000.0, 2000.0, 2000.0)
cubeNode.geometry!.firstMaterial!.diffuse.contents = NSColor.blue.cgColor
cubeNode.geometry!.firstMaterial!.specular.contents = NSColor.white.cgColor
mainScene.rootNode.addChildNode(cubeNode)
}
Update:
So I commented the code for importing the box from DAE and instead added code to create the box via SCNBox and the lighting effects appear to work:
Duh, the box is [2000 x 2000 x 2000] and its node is position at (0, 0, 0). The position of the omni-light source node is (0, 2000, 0). Just needed to move the light source up. Which then begs the question of why was the box properly lit when I created the box with the same dimensions via SCNBox function instead of importing from the DAE file